Document 172683

INSTRUCTION
SHEET SPECS:
Uno Power Grab Instructions
Toy No.:
Y2316
Part No.:
-0920
7+
2-6
FUNCTIONS OF ACTION CARDS
+1
®
Draw One Card – When you play this card, the next player must draw 1
card and miss their turn. This card may only be played on a matching
color or on another Draw One card. If turned up at the beginning of play,
the same rule applies.
17” W x 11 " H
Trim Size:
Folded Size:
4.25” W x 5.5” H
Type of Fold:
accordian/center
Black
Colors:
White Offset
Paper Stock:
70 lb.
Paper Weight:
TM
EDM No.:
+2
Draw Two Card – When you play this card, the next player must draw 2
cards and miss their turn. Either of these cards may only be played on a
matching color or on another Draw Two card. If turned up at the
beginning of play, the same rule applies.
game
Folding
Diagram
COVER
+2
Black Plate
4 Power Towers (1 each: U, N, O, !)
1 Play Tray
112 cards as follows:
18 Blue Cards - 1 to 9
18 Green Cards - 1 to 9
18 Red Cards - 1 to 9
18 Yellow Cards - 1 to 9
8 Draw One Cards - 2 each in blue, green, red and yellow
8 Draw Two Cards - 2 each in blue, green, red and yellow
8 Skip Cards - 2 each in blue, green, red and yellow
4 Reverse Cards - 1 each in blue, green, red and yellow
4 Grab-2-Towers Cards – 1 each in blue, green, red and yellow
4 Wild Grab-A-Tower Cards
4 Wild Draw Four Cards
OBJECT OF THE GAME
Skip Card – When you play this card, the next player is “skipped” (loses
their turn). This card may only be played on a matching color or on
another Skip card. If a Skip card is turned up at the beginning of play,
the player to the left of the dealer is “skipped,” hence the player to the
left of that player starts play.
+
SETUP
3. Place the remainder of the deck facedown in one slot of the Play Tray. This is your DRAW pile.
+
2. The dealer shuffles and deals each player 7 cards.
+
+
®
4. Place the four (4) Power Towers next to the Play Tray.
5. The top card of the DRAW pile is turned over to begin a DISCARD pile. Place it face-up in
the other slot of the Play Tray. NOTE: If any of the Action Cards (symbols) are turned over
to start the DISCARD pile, see FUNCTIONS OF ACTION CARDS for special instructions.
LET’S PLAY
+
COVER
+4
The person to the left of the dealer starts play.
On your turn, you must match a card from your hand to the card on the top of the DISCARD
pile, either by number, color or symbol (symbols represent Action Cards; see FUNCTIONS
OF ACTION CARDS).
+4
EXAMPLE: If the card on the DISCARD pile is a red 7, the player must put down a red card
OR any color 7. Alternatively, the player can put down a Wild card (See FUNCTIONS OF
ACTION CARDS).
If you don’t have a card that matches the one on the DISCARD pile, you must take a card
from the DRAW pile. If the card you picked up can be played, you are free to put it down in
the same turn. Otherwise, play moves on to the next person in turn.
You may also choose NOT to play a playable card from your hand. If so, you must draw a
card from the DRAW pile. If playable, that card can be put down in the same turn, however
you may not play any other card from your hand after the draw.
Grab-2-Towers Card – When you play this card, you get to grab any
two (2) Power Towers of your choosing. You may take the Power Towers
from another player, from the unclaimed Power Towers next to the Play
Tray, or a combination of the two. This card may only be played on a
matching color or on another Grab-2-Towers card. If this card is turned
up by the dealer at the beginning of the game, the first player does not
get to grab Towers but matches this card by color only.
Wild Grab-A-Tower Card – When you play this card, you get to grab
any one (1) Power Tower of your choosing, either from another player or
from the unclaimed Power Towers by the Play Tray. This card is also a
Wild card, so you get to choose the color that continues play (any color
including the color in play before the Wild card was laid down). If this
card is turned up by the dealer at the beginning of the game, the first
player does not get to grab a Tower but does get to choose the color
that begins play.
Wild Draw 4 Card – When you play this card, you get to choose the
color that continues play PLUS the next player must draw 4 cards from
the DRAW pile and lose their turn. However, there is a hitch! You may only
play this card when you do NOT have another card in your hand that
matches the COLOR on the DISCARD pile (but it is acceptable to play this
card if you have matching number or Action Cards). If turned up at the
beginning of play, return this card to the deck and pick another card.
NOTE: If you suspect that a Wild Draw 4 card has been played on you
illegally (i.e. the player has a matching card), then you may challenge
that player. The challenged player must show you (the challenger) their
hand. If guilty, the challenged player must draw the 4 cards instead of
you. However, if the challenged player is innocent, you must draw the 4
cards PLUS an additional 2 cards (6 total)!
POWER ICONS & POWER TOWERS
4
U
4
4
U
COVER
POWER ICONS: Some of the Number Cards also feature Power Icons: U, N, O and !
(exclamation point). You may NOT match cards by the Power Icon. Match these cards by
color or number as you would any Number Card. If you play a card with a Power Icon, see
POWER ICONS & POWER TOWERS for more information.
The Power Icons break down as follows:
Another way to score points is to keep a running tally of the points each player is left with
at the end of each round. When one player reaches 500 points, the player with the lowest
points is the winner.
U: If you play a card with the “U” on it, grab the red “U” Power Tower. You
now have protection against Draw One cards!
The WINNER is the first player to reach 500 points.
ALTERNATIVE SCORING AND WINNING
+1
N
O
N: If you play a card with the “N” on it, grab the blue “N” Power Tower. You
now have protection against Draw Two cards.
Power Icons appear on various Number Cards and they match symbols
on the Power Towers: U, N, O and ! (exclamation point). Each of the four
(4) Power Icons appears twice in each of the four color suits in the deck.
When you play a card with a Power Icon on it, you get to claim the
corresponding Power Tower as your own; that means you can grab it
even if another player already has it! NOTE: The color of the Power
Tower does NOT have to match the color of the Power Icon card played.
O: If you play a card with the “O” on it, grab the green “O” Power Tower.
You now have protection against Wild Draw Four cards.
+4
!
Make a grab for power as you race to be the first player to get rid of all of your cards! You’ll
score points in each round for the cards your opponents are left holding. Points in rounds
accumulate and the first player to reach 500 points wins.
1. Each player draws a card; the player that draws the highest number deals (count any
Action Card as zero).
WINNING THE GAME
+2
Reverse Card – When you play this card, the direction of play reverses
(if play is currently to the left, then play changes to the right, and vice
versa). This card may only be played on a matching color or on another
Reverse card. If this card is turned up at the beginning of play, the dealer
goes first, then play moves to the right instead of the left.
CONTENTS
Notice that each Power Tower also has a symbol that represents an Action Card. When you
possess a Power Tower, you have protection against the corresponding Action Card! That
means that when that Action Card is played against you, you have the power to block it: You
don’t have to perform the action, whether it is to draw cards or skip.
U
1 (one) both sides
# colors:
+1
Toy:
!: If you play a card with the “!” on it, grab the yellow “!” Power Tower. You
now have protection against Skip cards.
After you have blocked an Action Card with your Power Tower, treat it like a regular color or
Wild card and play by matching it accordingly.
You retain the protection from your Power Tower for the entire time you are in possession of
it. Even if you don’t get to block an Action Card, you are repelling them since your
opponents will be reluctant to play them against you!
GRAB ALL FOUR POWER TOWERS FOR Instant UNO®! If you are skillful enough to have
all 4 Power Towers in your possession, you get to discard all of your cards EXCEPT one (you
must still yell “UNO!” See “Going Out”). Return all the Power Towers to the neutral spot
next to the Play Tray.
GOING OUT
When you play your next-to-last card, you must yell “UNO” (meaning “one”) to indicate that
you have only one card left. If you don’t yell “UNO” and you are caught before the next
player begins their turn, you must draw two cards.
Once a player has no cards left, the round is over. Points are scored (see SCORING) and play
starts over again.
If the last card played in a round is a Draw One, Draw Two or Wild Draw Four card, the next
player must draw the 1, 2 or 4 cards respectively. These cards are counted when the points
are totaled.
If no player is out of cards by the time the DRAW pile is depleted, the DISCARD pile is
reshuffled and play continues.
SCORING
The first player to get rid of their cards in a round receives points for all of the cards left in
their opponents’ hands as follows:
All number cards (1-9).................................Face Value
Draw One ....................................................20 Points
Draw Two ....................................................20 Points
Reverse.......................................................20 Points
Skip ............................................................20 Points
Grab-2-Towers ............................................50 Points
Wild Grab-A-Tower......................................50 Points
Wild Draw Four............................................50 Points
Once the score for the round has been tallied, if no player has reached 500 points, reshuffle
the cards and begin a new round.
©2012 Mattel. All Rights Reserved. Mattel, Inc. 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Relations
1-800-524-8697. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312. Mattel
East Asia Ltd., Room 1106, South Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China. Diimport &
Diedarkan Oleh: Mattel SEA Ptd Ltd.(993532-P) Lot 13.5, 13th Floor, Menara Lien Hoe, Persiaran Tropicana Golf Country
Resort, 47410 PJ. Tel:03-78803817, Fax:03-78803867. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB.
Importado y distribuido por Mattel de México, S.A. de C.V., Miguel de Cervantes Saavedra No. 193, Pisos 10 y 11, Col.
Granada, Delegación Miguel Hidalgo, C.P. 11520, México, D.F. R.F.C. MME-920701-NB3. Tels.: 59-05-51-00 Ext. 5206 ó
01-800-463-59-89. Mattel Chile, S.A., Avenida Américo Vespucio 501-B, Quilicura, Santiago. Mattel de Venezuela, C.A.,
RIF J301596439, Ave. Mara, C.C. Macaracuay Plaza, Torre B, Piso 8, Colinas de la California, Caracas 1071. Mattel
Argentina, S.A., Curupaytí 1186, (1607) - Villa Adelina, Buenos Aires. Mattel Colombia, S.A., calle 123#7-07 P.5, Bogotá.
Mattel Perú, S.A., Av. República de Panamá N° 3531, Oficina 1003, San Isidro, Lima, Perú. RUC: 20425853865. Reg.
Importador: 01720-10-JUE-DIGESA. Mattel España, S.A., Aribau 200. 08036 Barcelona. [email protected] Tel:
902.20.30.10 http://www.service.mattel.com/es Mattel Portugal Lda., Av. da República, nº 90/96, 2º andar Fracção 2,
1600-206 Lisboa. Tel. Número Verde: 800 10 10 71 [email protected].
Y2316-0920
service.mattel.com